Every once in a while, a character does something which could result in him--or his companions--landing anywhere at all. In D&D terms, "anywhere at all" is defined in a set of alternate planes. A roll of d1000 can easily select the plane on which the character lands. This table does not treat all planes equally, giving greater probability to the planes which are "larger" and easier to comprehend.
001-020 | Ethereal | 237-244 | Minerals | 545-584 | Olympus |
021-052 | Air | 245-252 | Steam | 585-624 | Gladsheim |
053-084 | Fire | 253-260 | Vacuum | 625-664 | Limbo |
085-116 | Earth | 261-268 | Ash | 665-704 | Pandemonium |
117-148 | Water | 269-276 | Dust | 705-744 | Abyss |
179-164 | Smoke | 277-284 | Salt | 745-784 | Tartarus |
165-180 | Magma | 285-304 | Astral | 785-824 | Hades |
181-196 | Ooze | 305-344 | Nirvana | 825-864 | Gehenna |
197-212 | Ice | 345-384 | Arcadia | 865-904 | Nine Hells |
213-216 | Positive Material | 385-424 | Seven Heavens | 905-944 | Acheron |
217-220 | Negative Material | 425-464 | Twin Paradises | 945-980 | Alternate PMP |
221-228 | Lightning | 265-504 | Elysium | 981-000 | Concordant Opposition |
229-237 | Radiance | 505-544 | Happy Hunting Grounds |
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